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TGE 1.5.1 Released

by asmaloney (Andy) · in Torque Game Engine · 04/05/2007 (4:00 pm) · 52 replies

TGE 1.5.1 Release Notes

- allows use of DIFs created by Torque Constructor
- integrate fixes and changes from TGB 1.1.3
-- changes to StringBuffer class
-- changes for better UNICODE support
-- improvements to the font class
-- Mac console improvements
- merge in the majority of the Optimization Kit resource
-- rendering optimizations for texture fog
-- some Altivec improvements for terrain blending on PPC Macs
-- batch rendering of precipitation, splashes, and decals
-- eliminate a lot of object copying throughout the codebase
-- change constant doubles into constant floats to improve gcc PPC code
- Intel Macs now use the asm terrain blender
- added a couple of asm routines to Intel Mac build
- some code cleanup
-- removed/deprecated files
--- dgl/gNewFont becomes dgl/gFont
--- sceneGraph/lightManager.[h,cc] are deprecated in favour of lightingSystem/sgLightManager.[h,cc]
-- remove TORQUE_UNICODE from torqueConfig.h
-- const-ified member functions and arguments in many places
-- added a few asserts to catch problems in debugging
- added levels of detail to the interiors on the Stronghold mission in starter.fps
- added a barebones mission that is just a terrain, a path for the AI, and an interior which includes a static mesh
- bugs fixed:
-- integrate changes for ExtrudedPolyList resource to fix some collision issues
-- AudioEmitter looping
-- Two bugs in BitRender.cc
--- shadows are not drawn correctly for meshes containing triangle list primitives
--- runtime check failure
-- possible fix for fxShapeReplicator hard lock on Windows
-- fix for particle stream jumping around
-- TelnetDebugger fixes and additions
--- added file load updates
--- fixed crash on breakpoint in invalid codeblock
-- fix NetEvent ref count problem
-- fix cursor issues when saving the play gui
-- other miscellaneous bug fixes


We wanted you to be able to work with Torque Constructor interiors right away. There are a couple of known issues with Constructor integration which will be addressed in a future update.

Known Issues With Constructor Integration
- lighting of static meshes
-- static meshes only support static lighting
-- flipped objects (both brushes and static meshes) produce odd shading

Other Known Issues
- lighting the cottage in starter.fps using a debug build fails with an assert
-- workaround is to comment out the assert in lightingSystem/sgLightMap.cc line 554 for now - it is an issue with the DIF itself
- tools/fonttool/fonttool.cc includes dgl/gNewFont.h which no longer exists
-- fix: change include to dgl/gFont.h
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#1
04/05/2007 (4:04 pm)
Quote:
-- fix NetEvent ref count problem

Finally!
#2
04/05/2007 (4:42 pm)
Awesome!
#3
04/05/2007 (5:14 pm)
Sweet! Nice job...and good to see you announcing it, Andy.
#4
04/05/2007 (6:35 pm)
Awesome. Had to grab it right away. Great job guys. :)
#5
04/05/2007 (6:47 pm)
Great, good to get bug fixes. On simple tests running the prebuilt versions side by side, 1.5.1 appears to be anwhere between 5-7% slower than 1.5.0. Not that I'm complaining, but is this expected due to the internal changes?
#6
04/05/2007 (6:52 pm)
@Jaimi:

Could you email me your specs and how you were running your tests? Thanks.
#7
04/05/2007 (7:07 pm)
Yes!! Finally!! :) bad I need to go to sleep now.. 6am already, whole night @programming..
But tomorrow will be a nice day of pre-merging 1.5.1 with my own build.. heh
#8
04/05/2007 (7:17 pm)
@Andy:

Mail sent.
#9
04/05/2007 (7:39 pm)
I have a question I noticed a lot of missing file's when running the sdk fps kit in the console log file, does this version also have the modernization kit, these are the same type's I was getting when I compiled 1.5 sdk and the modernization kit (loads slower as well)

Example
No such file 'starter.fps/data/Unnamed.bmp'.
No such file 'starter.fps/Unnamed'.
No such file 'starter.fps/Unnamed.jpg'.
No such file 'starter.fps/Unnamed.png'.
No such file 'starter.fps/Unnamed.gif'.
No such file 'starter.fps/Unnamed.bmp'.
Could not locate texture: starter.fps/data/shapes/Winter/Unnamed
Could not locate texture: starter.fps/data/shapes/Winter/Unnamed
Could not locate texture: starter.fps/data/shapes/Winter/Unnamed
Could not locate texture: starter.fps/data/shapes/Winter/Unnamed


just wanted to ask, and has anyone else noticed
guess I'll look around
#10
04/06/2007 (3:18 am)
Where exactly can I download this? I'm just running 1.5 right now. I own a recent indie license and I'm not getting a link on my downloads page.
#11
04/06/2007 (3:19 am)
Thank you for the Easter egg.
#12
04/06/2007 (3:25 am)
Stephen, Just go to your products page and click to download 1.5 and you'll see it has changed to .5.1
#13
04/06/2007 (3:27 am)
Great! Don't know why I didn't think of doing that. Thanks Mike. Time to give winmerge a workout.
#14
04/06/2007 (3:45 am)
Quote:-- TelnetDebugger fixes and additions
I am going to download this update tonight, but would/could these changes affect the Torsion debugger or any tool that hooks into the debugger?
#15
04/06/2007 (4:24 am)
Congrats people.
Nice job Andy ;-)
#16
04/06/2007 (5:19 am)
Woot! I love days that start like this!
#17
04/06/2007 (5:52 am)
Cool, a new update!

Did you add physics to it?

Kork flys up in the air/gets pushed off course when I shoot him.
#18
04/06/2007 (6:10 am)
Quote:
Kork flys up in the air/gets pushed off course when I shoot him.

That's an impulse which is omitted via a radius explosion. It has been in the engine for years, the crossbow explosion just didn't have an impulse specified... until now.
#19
04/06/2007 (6:25 am)
I'll download and give this a test run tonight. I love the sound of it so far, but I'm skeptical. When I first integrated the Optimization Kit changes into 1.5.0, all three of my test machines with varying hardware specs showed decreased frame rates. I'll post my tests when I complete them.

The first thing I'm going to jump to, though, is the fxReplicator changes, as I found the solution last week but forgot to post.
#20
04/06/2007 (7:39 am)
"The first thing I'm going to jump to, though, is the fxReplicator changes, as I found the solution last week but forgot to post."


This update says they MAY have fixed that.

God i hope so...


BTW is this in the my accounts download?
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